We are currently looking for a C++ programmer to help with, project based, freelance coding. This current need will be to pass .LIB files through our game engine's C++ API. All code has been created and works perfectly in a custom written OpenGl renderer. We now need that code to render through our newly licensed game…
Well, this is a Lead role. At this point in their career an appropriate candidate for Lead should know more than one engine. In fact the engine really shouldn't matter. Besides, employers almost never put the engine in the thread title, because it matters so little. Usually it's fine to just learn the software on the job.
"EA executive producer Glen Schofield says that Cliff Bleszinski told him Dead Space "looks great" on the Unreal Engine. One problem, the game uses EA's own graphical engine." I read somewhere that it's an upgraded version of the game engine used in the Godfather game and EA is looking to license it.
I have a tiny bit of control over the engine glow through an editor that converts the .3ds file into an OPT file which the engine will run. That was just my first attempt at creating the engine glow. I have control over the height, width, length and the 2 colors used in the actual glow, that's it.
[ QUOTE ] it's a custom engine Designed for MMORPG'S [/ QUOTE ] Please describe enough inormation for the request you seek, or we can't make a decision. Which engine name is this your using? Is it OpenSource? Is it your own? What about tools? which tools are compatitible with this said engine? 3dsMax? Maya? Please be…
Hey Torque If you get these limitations by using the source engine why would you want to use it? Why not get ahold of unreal or crysis lite version of the engine? If im not totally mistaken you get the lite(light?) version of the engine by just buying one of the games. Goodluck!
Yeah, smoothing splits and UV splits should match up. It depends on the game engine you are using, but the safest bet is to always have them match up. Some engines are okay with having UV splits that aren't smoothing group splits, but a lot of engines automatically create a split there.
Off the top of my head ;) [ame] https://www.youtube.com/watch?v=LpLBzV9uG0Y[/ame] Texturing - Traditional Shaders to PBR Shaders: http://www.marmoset.co/toolbag/learn/pbr-conversion General Rules: Only colour Info In Albedo, no more lighting info overlayed (AO, PRT etc.. although depending on style, some cavity can be…
Yes, but isn't it also true that certain game engines treat normal maps differently, such as the UE3 engine, where the green channel must be flipped around to be represented correctly in the engine? Is it not found by others as well that sometimes, normals don't always look like they should when ported from one program to…
Ok I suppose I can try that. Read a bit of that in my research. So the only engine Ive any intrest in is Unreal engine 4. I dont know the first thing about it yet but thats what Id like to try my stuff in. Is there a general set of do's and dont's for that engine?